Considering playing a hard-hitting, fist-flying monk in [app=4089]Diablo III[/app]? Bane Williams has all the details on how to plan, what gear to look for, and what skills work best together.
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brimlad wrote:very good read, thanks. been playing monk currently at level 27 and in a group I have no trouble haven't died once, but by myself I've been getting into trouble especially with those ranged monsters; time of need I'll definitely try that and I didn't know you could heal your ally, thanks.
cheers
Syncourt wrote:Any idea why my monk seems to have lower damage duel wielding?
Last night I swapped out my staff for a 1-handed axe but when I put a spiked fist weapon in his off-hand, his total DPS actually went down instead of up.
phewcha wrote:My monk is Lvl 39, spent some money in AH to get some fists, changed my skills and started dying regularly on nightmare. End of act 2 and I had only died 5 times at this point, after suggestions I died about 5 times in 10 minutes. Dont know what I am doing wrong.
This is the best explanation I've read for how the game treats dual wielding vs 2 handers vs single weapon:Syncourt wrote:Any idea why my monk seems to have lower damage duel wielding?
Last night I swapped out my staff for a 1-handed axe but when I put a spiked fist weapon in his off-hand, his total DPS actually went down instead of up.
While the system seems complex at first glance it is actually really simple.
Dual-wielding averages the dps of your two weapons and adds 15%.
Two-Hand is just straight dps.
One-hand plus shield is just straight dps.
Applying that can take a tiny bit of math, but it is still simple:
If the weapons you're dual wielding have a DPS discrepancy greater than 15% you will do more damage with a shield than with using the second weapon.
If your two-hander DPS is 15% higher than the average of your one-handers you'll do more damage with the two-hander.
Also factor in that your shield can carry a large chunk of stats. Those can quickly bridge that 15% DPS gap going from dual-wield to sword/board.
The only real complexity comes from skills and is slightly different for skills with and without cooldowns. This part I'm still not 100% clear on, but I think you should mostly focus on just raising that DPS number until you really understand how different attack speeds and base damages interact with the various spells you use. As I understand it, a non-cooldown spell scales best on attack speed (which is the only thing limiting you from casting it again ASAP). Cooldowned spells also have faster cast animations with higher attack speed, but they do more damage per cast with higher base damage.
Syncourt wrote:Ah ok, thanks for the explanation![]()
So I have to hope that I can find a second weapon within at least 15% range of the other weapons damage otherwise it's pretty much useless. Hmm.. bit harder to do so far than it sounds though unfortunately. I'm having trouble at the moment even finding one single handed weapon that deals anything more than 40% less damage compared with my current 2-hander staff.
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